Look at the chat and at the position.I use a csm chatcommand at one position looking to a red wool node, then from another position the same. Then I use a chatcommand which writes the position of the red wool node into chat. Then I fly into the red wool node and you can see that the position is identical.Then I do the same with a waypoint that is far away and the inaccuracy is not high.

Do not call me -minetest.Call me DS or DS-minetest.I am German, so you don't have to pm me English if you are also German.The background is a lie.

https://youtu.be/cpHiCG6gKqcThis is a video of that cabin that I made in Minetest, but this is also the result of me using OpenShot Video Editor for the first time. I should mention that I temporarily changed my name to 7Squid7Orinesian7 in Minetest 0.5.0 Dev. at the time that I protected that little building. However, with the new version of Minetest getting closer to release, I am back to my old name, which is Inocudom.

Recovering from the abomination I am. Clocking time for Garry's Mod I am too.

>:-( There is no way that you can be this good, Inocudom! You don't deserve to be! And why is this screenshot so ugly!? How full of it are you, exactly!? >:-(

Sorry about that, but that brat really had it coming. At least I can smile knowing that he isn't at the top anymore...

Inocudom's small number of buildings in Kray Kingdom are mine now. I even went and finished his Crypt Of Shady Folks:Yeah, he sure did fall for the skillful flick of the wrist of the fox that is Satan. No doubt about that. Typical of a fool like him.

Inocudom wrote:There is a new attraction in Kray Kingdom of Farlands. Come and see the crypt and memorial for dockidds of YouTube. This one was a pita to build. My ego will learn gratitude.

<--------------------------------------------------------------------------------------------------------------------------------------------------------------->Let's put this war to rest once and for all! Take a look below:https://youtu.be/Ccj2V2_jI9AThose mausoleums are finally on YouTube! Me and my past can rest now. I hope Dockidds likes the one that I made for him.

Well, at least I went and put those chapel tiles I made for Zelda Classic years ago to good use.

Is Dockidds really going to use the tunnel that connects his mausoleum to the one next to him to preach to those lowlifes in it? Wow, that's some mlg stuff right there!

Hey, Inocudom's buried in a nukage barrel! Let's hope he comes back as a better person...

Recovering from the abomination I am. Clocking time for Garry's Mod I am too.

I just overhauled the API for LuaEntitySAOs so that mobs can simulate true "player like" motion mechanics without the need for complex trigonometry calculations and repeated calls to set_yaw(), get_velocity(), set_velocity(), etc. This is something I've long wanted to do!

The new set_speed( ) and add_speed( ) methods lock the velocity in the xz plane permitting continuous movement in the direction the entity is facing (an offset yaw can be specified to ensure the model is correctly oriented). The add_speed( ) function makes it possible to introduce lateral movement in addition to forward or backward movement, giving the illusion of strafing or side-stepping. Successive calls to set_yaw(), will automatically recalculate the entity's trajectory.

There is also a smooth rotation function that works in conjunction with speed, so that monsters and NPCs can walk in circles, figure eights, or just about any imaginable shape with only a few lines of code. There are also a variety of other shorthand methods like add_yaw(), set_velocity_horz(), set_acceleration_vert() that help to eliminate a lot of redundant and extraneous Lua code.

And best of all, collision detection is possible in Lua without resorting to "hacks". The status of collisions is continuously reported via four new on_step() callback parameters: vel_old, vel_new, hit_y and hit_xy. Here's a short 5 minute video that I put together during an early alpha, that demonstrates most of the functionality in action!

Here's a quick 2-minute demo of my upcoming athletics mod. When released, it will be the first to support a variety of different ball games:

Soccer

Tennis

Volleyball

Basketball

Hockey

Golf

Bowling

There will also be a paint roller for striping of sports fields, courts, rinks, etc. and of course all necessary equipment for each sport (such as backboard and hoop for basketball, ice skates for hockey, putters and irons for golf, etc.

Due to the limited number of available controls in Minetest, each ball has its own unique handling characteristics. Generally speaking, right-clicking performs the most common action such as dribbling in the case of a basketball or bumping in the case of a volleyball. For balls that require the use of a stick, right-clicking actuates the swinging motion. Punching a ball, however, will always retrieve it and wield it for immediate use. Activating a ball from the inventory will either drop it (if pointing at air) or place it (if pointing at a node). Whereas using a ball in the inventory will typically put it "into play" immediately, which again depends on the ball's handling characteristics such as a pass in basketball or a serve in volleyball

Here's a quick 2-minute demo of my upcoming athletics mod. When released, it will be the first to support a variety of different ball games:

Soccer

Tennis

Volleyball

Basketball

Hockey

Golf

Bowling

There will also be a paint roller for striping of sports fields, courts, rinks, etc. and of course all necessary equipment for each sport (such as backboard and hoop for basketball, ice skates for hockey, putters and irons for golf, etc.

Due to the limited number of available controls in Minetest, each ball has its own unique handling characteristics. Generally speaking, right-clicking performs the most common action such as dribbling in the case of a basketball or bumping in the case of a volleyball. For balls that require the use of a stick, right-clicking actuates the swinging motion. Punching a ball, however, will always retrieve it and wield it for immediate use. Activating a ball from the inventory will either drop it (if pointing at air) or place it (if pointing at a node). Whereas using a ball in the inventory will typically put it "into play" immediately, which again depends on the ball's handling characteristics such as a pass in basketball or a serve in volleyball